Post by Manah on Feb 22, 2023 1:08:12 GMT -5
TITANIA
Queen of the Summer Court
Queen of the Summer Court
QUOTE: "Nothing is ever quite what they seem to be..."
Real Name: Sheila Tuel Metallicana
Age: 22
Other Aliases: Princess Sheila (Formerly), The Queen of the Seelie Court, The Maiden, The Mother, The Crone
Occupation: Former Princess of Metallicana, Ruler and Queen of the Seelie Court
Marital Status: Single
Height: 5'7"
Weight: 128 lbs
Eye color: Violet
Hair color: Black
Species: Seelie Court Faerie (Unique; Formerly Human)
Notes: Sheila has pointed ears and is supernaturally beautiful to behold.
ABILITIES
Int: 12
Str: 8
Agl: 7
Spd: 6
Dur: 8
HEALTH/P.L: 8/5
ENERGY/P.L: 30(i)/15
REGEN/P.L: 21/10
ACTIONS
Combat: 10
(Int.bonus and Wpn.modifier)
-Efficient
-As M.o.K.F
-Brawling
-Martial Arts
-Swords
-Daggers
-Bows
-Fangs/Claws (When transformed)
-Precise shot/Throw
-Acrobatic fighting
-Fighting larger/multiple opponents
-Using powers in combat
-Options: Balance, Blind fighting, Catch Projectiles, Multiple Opponents
Parkour: 7
(Agl.bonus)
-Efficient
-As Acrobatics, Swimming and Wall-climbing
Horsemanship: 6
Telekinesis: 12
(Int.bonus and Wpn.modifier)
-Efficient
-Area Effect
-Fine Control (May choose to ignore or affect specific targets in the area)
Elementalism: 12
(Int.bonus)
-Efficient
-As Mastery of Elements
-Known Elements: Air/Cold/Earth/Electricity/Fire/Heat/Ice/Lava/Light/Shadows/Stone/Water
-As Titania, Sheila's power over the Elements knows very few equals. This action's options include:
Create/Manipulate- Elemental Weapon (As Psi-Weapon at up to AN, but of one of her listed Elements. May add up to Half AN advantages, rounded up, and pay additional stones for more.)
- Force Blasts (With any, some, or all of the following options: 2x damage, 3x damage, Limited AP, AP (Ignore up to 4 Toughness even if No AP), Limited Area Attack/Effect, Area Attack/Effect, Normal and/or Stun damage, Indirect, Sets flammable objects on fire, Atk VS Ability, Disable if damage occurs, Control trajectories, Hunt/Seek, Draining)
- Transform into Element (Includes changes up to AN for free; may be combined with Animal forms via Morphing option of Glamour to embody 'Aspects of Nature', such as an Ice Wolf.)
- Summon Elementals (As Summoning, but limited to Elementals of her available Elements; including elemental-based creatures such as Salamanders, Gnomes, Undines, and the like.)
- Combine with Close/Ranged Combat
- Accumulate Energy for Greater Effect (Not tired afterwards)
Fae Magic: 15
(Int.bonus)
-Efficient
-As Titania, Sheila is an extremely powerful, talented sorceress gifted extensively in Faerie Magic, including various specialties such as nature-based magic, curses and blessings, divination, enchantments and similar effects. Its various uses include the following:
Animate Objects (As Summoning, specifially for the purpose of animating objects and getting them to move, perform tasks, and fight for the user. This includes trees and plants, a favorite of Faeriekind.)- Animism (As Beast Taming, AND Summon and Control Animals/Insect/Swarms, w/Summon/Control any Animal, Control 1 Animal/AN regardless of Health, Can summon at AN Range)
- Barrier (As Force Field, Defensive Stones doubled, Effective VS Magic)
- Binding (Atk VS Durability + Magical Defense; paralyzes for 1 panel/red stone of 'damage'.)
- Blessings (Stones VS Effect + Duration up to AN to enhance an Action/Modifier's AN, Wpn.modifier, Armor value, or other values of objects/matter/energy, such as increasing the Hardness of wood, increasing conductivity of a metal, etc.)
- Chaos Magic (As Hex Spheres at up to AN)
- Curses/Hexes/Jinxes (Stones VS Durability + Magical Defense; effects and Duration may vary. Duration can last for as short as 1 panel/red stone of 'damage', to as long as 1 century/red stone of 'damage'. Effects can be anything from a minor inconvenience to extremely destructive, lethal results. Examples include, but are not limited to, making the victim fail every time they attempt to perform a specific activity, causing the victim to fall asleep and never awaken until a condition is fulfilled, trapping the victim in a labyrinth, and so on and so forth.)
- Divination (As Clairvoyance; Can sense through time regardless of Physical Proximity. Gains a +2 bonus to the effect when she uses a focus to perceive the future, such as tarot cards, tea leaves, reading the lines of one's palm, etc.)
- Drain Energy/Lifeforce (As Improved Drain Energy; at user's discretion, may also drain 1w of Health per 5 stones drained, healing the user of that amount as well.)
- Ecomancy (As Mastery of Plants/Woods, Create/Manipulate; usable as Entangle with Instant Dissolve, Covering, Sticky and Barriers options due to manipulation of vines, leaves, roots, grass, plants and branches.)
- Enchanting (As Inventing, but to create magical items or enchant existing ones.)
- Familiar (Stones VS Intelligence + Durability of a deceased sentient being; also requires the body of a dead animal to use. If successful, the victim is reincarnated into the animal's body, and revived as a Familiar. The revived person is able to transform from their new animal form to their original form at will, although they will retain some animal features even in their original form. The stones used in this action serve as Character Creation white stones to grant the Familiar new abilities, but the Familiar is also permanently Loyal - as a -3 challenge - to the caster. A user may only maintain 1 Familiar per 3 ANs, rounded down.)
- Magical Healing (May heal up to 2x AN white stones per day.)
- Magic Materialization (As Unlimited Create Matter.)
- Morpheus' Sands (Atk VS Durability + Magical Defense; target falls asleep for 5 minutes/red stone of 'damage'.)
- Oneirism (Stones VS Intelligence + Magical Defense to manipulate the dreams of a target as the user pleases; possibly up to dealing Mental damage if violent nightmares are caused. Alternately, may control one's own dreams whenever sleeping for 5 stones to activate upon going to sleep and 1/panel to maintain.)
- Petrification (Atk VS Durability + Magical Defense; target turns to stone for 1 day/red stone of 'damage'.)
- Runic Magic (Stones VS Effect + Area + Factors, where 'Effect' is the stones of Effect of a spell which can be 'stored' in the rune, 'Area' covers how close to the rune one must get to activate it, and 'factors' represent specifications which the user can set to limit activation, for example 'Only activate if a human enters the area'. Once the rune is created, another spell is cast onto the rune, and stored into it, which will be the one cast when the rune is activated. Up to AN runes may exist at once, but they are otherwise permanent until used.)
- Wilderness Affinity (1 stone/panel to know precise time of day, the cardinal directions, and the coming weather for the next hour. For 3 stones/panel, a user can detect berries, nuts, mushrooms, insects and plants - and sense whether they are edible or not - within an Area of Half AN, rounded up. Alternately, they can sense fauna in the area instead. For 5 stones/panel, a user can sense all of those at once.)
- Witchcraft (As the Action.)
Faerie Powers: 15
(Int.bonus)
-Efficient
-This series of powers focuses more on her inherent nature as a Fae and her status as the Seelie Queen, Titania, rather than general elemental, magical or mental powers. The powers granted by said nature are potent and varied, and are described below:
Age Manipulation (Atk VS Dur; if successful, ages/de-ages target by up to 10 years per 3 stones played down to a minimum of newborn baby. May cause physical/mental weakening by young age, and physical/mental weakening/death by old age for mortals. Has no effect on Immortals)- Anathema (2 stones/panel to activate/maintain. AN VS Technology AN of each device to disable electromagnetic devices and machines within an Area of Half AN, rounded up, causing artificial lights to go out, electromagnetic devices to fail and shut down, and if she so pleases, plants to grow in the area through floors, walls and metallic joints.)
- Authority (As Pheromones up to AN, Area 3; targets must be able to hear and understand the user. If successful, they will obey her commands to the best of their abilities and knowledge, utterly and completely convinced that doing so is the best - if not only acceptable - course of actions.)
- Beckoning (Stones VS Intelligence + Mental Defense; if successful, the targeted being/person feels an overwhelming compulsion to head over to Titania's location via the most effective means available and known to them. Range of up to AN.)
- Calling (5 stones to imbue an object with her aura, 1 to retrieve it at will or cancel the imbuement. Allows Titania to imbue any object one could hold in one hand with her aura, which she then can retrieve to her hand at will. Alternately, for clothes and accessories, she can will them to appear already worn/equipped. Up to 1 item can be stored away in this manner.)
- Domain (Stones VS Area + Duration to establish an Area as Titania's 'Domain', which will provide +1 to all Abilities, Power Level, Energy Battery, Deep Reserves, Reflexive Dodge, Toughness, and Magical Defense; in addition to +1 sitmod to all of her Actions per 3 ANs, rounded up, while operating within said Domain. Furthermore, any illusion she would use within it last permanently until dismissed, and need not be maintained, effectively allowing her to reshape her Domain as she so pleases via said illusions. NOTE: Chaging her Domain takes 1 hour, and can only be done once per day.)
- Fae Genesis (5 Character Creation stones/stone played to create a new kind of Fae, which from then on becomes an official Fae species which can manifest naturally. Requires 1w of Health sacrifice which must then heal at a natural rate, with neither Healing Factor or other forms of Healing accelerating the process.)
- Fasten/Slow/Reverse Time (By up to stones played times; User may act normally or be affected as well, at their discretion. To Reverse, must pay 5 stones to reverse at normal speed, with additional stones increasing speed.)
- Fate/Luck Bestowal (Stones VS Effect up to Half AN, rounded up, + Duration. Allows her to either bless or curse a target with Good, or Bad Luck, as per the modifiers. Could also be used on objects to enhance/hinder their use via Luck. Finally, could also only provide their bonuses/maluses should a target act/be used towards a certain goal, or fate. For example, she could state a dagger to be fated to kill a Goblin King, granting a Luck bonus to all uses of the dagger whenever it is used towards ending the king's life.)
- Fauna/Flora Communication (2 stones/panel to gain the ability to communicate with either animals/birds/fish/insects, or plants.)
- Fertility Goddess (Stones VS Durability + Duration; to either ensure or prevent the conception of an offspring. If used to ensure it in a female, the effect typically ends when a pregnancy begins, but a male remains supernaturally fertile for the duration of the effect.)
- Golden Luck (Passive ability; makes the Wealth modifier cost Half its usual price to buy/increase, rounded up. Additionally, even if its user spent so much money their MN would go down, it would come back up on its own through various means - winning the lottery, investments suddenly becoming successful, coming across unexpected treasure, etc - at a rate of 1/hour up to MN 3, 1 per day up to MN 6, and then 1 per week beyond that, all the way back up to its original MN; after which the user would need to buy higher MNs - still at the reduced cost noted above - for it to increase further. All in all, the user is fated to never run out of money for significant periods of time, and can easily spend massive amounts of it.)
- Homunculus Creation (Stones played = Character Creation stones to create a Homunculus, a minor, temporary Fae servant which lasts for 1 hour/AN at most, and is always created with Loyal (-5, towards Titania) and a Special Vulnerability to Cold Iron (-4), which both add to its stones. Titania may create up to 1 Homonculus at once per 3 ANs in this Action, rounded up.)
- Imbuement (Can Imbue Objects/People, Can have more than 1 object/person imbued at once, Imbuements may become permanent by sacrificing 1w of Health, which then must heat at the natural rate, without Healing Factor or other Healing.)
- Insight (Stones VS Intelligence to sense the nature of target being/entity; sensing their relative power - as per Sense Power; their species, any significant power/supernatural such as being a vampire, having a Stand, etc.)
- Materialize/Dematerialize (As Phase Shift/Astral Projection, Needs not maintain, Body travels with her; Phase Attack/Phase Stun. Fae are typically spiritual in nature with the ability to manifest physically akin to ghosts; but since Sheila had her own physical body upon becoming Titania, she can remain manifested for however long she pleases.)
- Mending (Stones VS Hardness/Weight/Area/Technological/Highest AN/MN to repair a damaged object, vehicle or building. If such an object is downright broken, Mending can repair it as well, but with a 10x Resistance. NOTE: Vehicle Damage counts as 1 AN/MN for the purpose of repairing a vehicle via Mending.)
- Muse (Stones VS Intelligence + Mental Defense; success allows the user to influence an artist's inspiration to perform their art according to the user's wishes; the results may vary depending on the type of art.)
- Oath-Making (Stones VS Durability + Magical Defense of all parties involved; targets must be making the Oath of their own, free will. If successful, bounds the involved parties to their respective Oaths according to the agreed terms. Should one or more parties fail to deliver on their pact according to the initial conditions, they will suffer a permanent -1 sitmod to all Actions per 3 ANs in this Action, rounded up, except for Actions undertaken to make things right. Alternately, the user could assign another effect via a Curse or similar consequence, typically via the Fae Magic action.)
- Prehensile Hair (As Tendril Whip, w/Wpn.modifier, Range 3; Hair strength is equal to this Action's AN.)
- Resurrection (Stones VS Durability + Duration since death, to resurrect target deceased creature to life. Titania is one of the few beings gifted with the ability to bring the dead back to life under certain circumstances. Might fail at GM's discretion if said resurrection would mess with 'the Balance', i.e the game.)
- Spider-Step (As Wall-Crawling; Can walk or run along walls and ceilings as though they were the floor/ground. Can also move on spider webbing without getting stuck or slowed down.)
- Stop Time (Stops time entirely for stones played on Duration on the D&R chart up to AN; user may act normally for the entire duration. God-like beings, cosmic entities and eldritch abominations, as well as beings immune to Reality Distortion, are immune to this effect and can act while time is stopped. Those beings, and the user, can also free others from the effect by interacting with them directly. Harming someone directly will also free them.)
- The Wish (10 stones to active; as Destiny Force, only to fulfill someone else's wish. Using this action lowers the user's Health by 1w, which must be healed at a natural rate as opposed to via Healing Factors or other forms of healing. Typically used as a show of gratitude to a worthy mortal or loyal servant.)
- Time Warp (Stones VS Duration on D&R chart to either age or de-age matter/objects, possibly damaging/destroying/repairing/altering them accordingly.)
- Treasure-Finding (Stones VS Resistance to detect and locate hidden, lost and/or forgotten treasures and valuables.)
- True Name (As Voodoo Dolls, Cause Injuries and Weakness options of Voodoo; replacing the possession of a Voodoo Doll with the requirement of knowing the true name of a target to use.)
Glamour: 15
(Int.bonus)
-Efficient
-Faeriekind are among the multiverse's most potent illusionists; and as Queen of the Seelie Court, Titania is one of the very best of them, so much so that her strongest illusions downright border on - and/or can be indistinguishable from - reality alteration. Her available powers include:
Allure (As Pheromones, Stones up to AN VS Durability, Area Effect 2, to charm/seduce/fascinate/otherwise positively influence targets.)- Basic (As Create Illusions at up to AN, Free base Duration of 5 minutes/AN.)
- Bedlam (Stones VS Intelligence + Magical Defense, deals no damage; if successful, causes -1 to all Actions per white stone of 'damage, for 1 panel/red stone of 'damage'. Broadcast. Causes short-term confusion and disorientation in the victims.)
- Dispel Illusions (Stones up to AN VS AN of target illusion-based effect(s) to dispel them instantly. Alternately, may negate her own illusions at no cost.)
- Faerie Veil (As Invisibility at AN; effect increases by +3 if she remains immobile.)
- Fata Morgana (Stones up to AN VS Highest AN/MN of the highest Factor of the creation, with remaining stones used for Duration and Area on the D&R chart, to superimpose an almost perfectly physical illusory landscape over the targeted area. Up to AN Factors can exist at once; whereas 'Factors' are specific alterations to the base existing world without the illusion, including things such as 'Trees are giant mushrooms', 'Goblins and elves populate the area', 'It's raining cherry juice every now and then', and so on; they can be nearly anything within the limitations of the Action's AN.)
- Figment (As Create Illusions at up to AN, free base Duration of AN panels; Only affects 1 sense, such as sight, hearing, etc. Cannot affect the environment for real even if Touch is chosen.)
- Forged Past (Stones VS Intelligence + Magical Defense; Broadcast, 1 stone/panel to maintain. If successful, Sheila can convince the targets that certain changes to their respective past are true - for example, she could tell someone she is their sister, a good friend, a colleague, that they owe her 20 bucks, that they expected her to visit them, and so on. Furthermore, their memories will automatically try to 'cover the blanks', make up for inconsistencies to ignore them and explain them away in their minds to the best of their capabilities.)
- Grand Glamour (As Illusions, Area Effect of up to AN, rounded up; free base Duration of AN hours. Allows user to create illusions on much larger scale than normal, covering entire landscapes, buildings and cities.)
- Illusory Interaction (Stones VS Target illusion's AN; Duration of red stones of 'damage' on the D&R chart. If successful, allows Sheila to take over and interact with someone else's illusion as though it was real, regardless of whether it is supposed to be interacted with in such a way.)
- Mask (As Shape Shifting at up to AN.)
- Mirror Images (As Zanzoken, w/Attack VS Int to Remove Stones from Action Boxes option. Creates illusory clones of the caster in addition to displacing the caster up to 30'.)
- Morphing (As Metamorphosis; Needs not maintain, Transformation occurs on same panel, Accumulate Energy for greater effect. As a near godlike Court Faerie, Titania can transform into any animal, bird, fish, insect, bug, swarms of smaller creatures, objects, and pretty much any other form she cares to take, including supernatural creatures. NOTE: She is unable to transform into forms made of, or comprising somehow, cold iron. That limitation cannot be removed on her own regardless of her power as it is inherent to Faeriekind.)
- Seeming (1 stone/panel to activate/maintain; as an AN illusion to appear completely human and lacking any unusual, faerie or mystical features.)
- Sensory Overload (Atk VS Int + Mental Defense, deals no damage; if successful, stuns the victim for 1 panel/red stone of 'damage' due to overloading their senses with far too much sensory input at once.)
- Size Alteration (Either usable as Shrink at AN, or Growth at AN; if the latter, Toughness also increases by +1 per AN used.)
- Temporal Confusion (Stones VS Intelligence, or Intelligence + Mental Defense if resisted; Duration of up to red stones of 'damage' on the D&R chart, to make the target perceive time as up to AN times slower or faster. If faster, causes a -1 to all Actions per white stone of 'damage', due to having less time to react to events.)
- True Glamour (As Create/Manipulate and Force Blast - with up to Half AN, rounded up, Advantages depending on the attack - options of a Matter/Energy; OR as Summoning, Summoned creatures are Always Loyal to summoner. True Glamour are illusions so powerful, so realistic that they actually affect the physical world for real.)
Mesmerism: 12
(Int.bonus)
- Create Links with Others
- Edit Memories (Atk VS Intelligence + Mental Defense; success allows user to alter, add or erase memories in the victim's mind, indistinguishable from their regular memories. Broadcast.)
- Empathic Projection (Any Emotion, Broadcast)
- Empathy
- Hear the Voices of Spirits and the Dead
- Hypnosis (While she can use regular Mesmerism, Titania gains a +2 sitmod when using direct eye contact due to advanced hypnosis techniques.)
- Illusions (Broadcast)
- Insanity (Atk VS Intelligence + Mental Defense; success inflicts -1 worth of a Psychological challenge of the user's choise per White stone of 'damage' for a Duration of 1 day/red stone of damage, up to AN.)
- Mental Block
- Mental Bolts (Broadcast)
- Mental Dissonance (Atk VS Intelligence + Mental Defense; success causes -1 to all Actions per White stone of 'damage' for 1 panel/red stone of 'damage' due to confusion and disorientation.)
- Project Thoughts/Control Others (Broadcast)
- Psychometry (Can read thoughts of people before they handled the object)
- Repair Minds
- Subtle Commands (Broadcast)
- Swap Minds (Broadcast)
- Telepathic Communications (Broadcast)
- Terrify (As Fear, Broadcast)
Wild Hunt: 12
(Int.bonus)
-As Warmaster; as one of the two Faerie Queens, Titania has the ability to summon Faeries to her side either to serve her, or to hunt down her enemies.
-Available Armies: Centaurs, Colossi, Dwarves, Elves, Faeries (Ankou, Boggarts, Brownies, Changelings, Dryads, Dullahans, Hags, Kelpies, Kobolds, Leprechauns, Nymphs, Ogres, Pixies, Sidhe, Sprites, Treants, Trolls, Will O' The Wisps), Giants, Goblins, Golems, Merfolk
-She has access to the following options:
- Animals (1 animal/20 troops)
- Artillery (1 piece of artillery/25 Normal troops)
- Division (Summons 1,500 normal troops/stone played, maximum.)
- Elite Troops (1 per 50 normal troops, with a minimum of 1)
- Fanaticism (Kobeni is seen by her forces as a commanding officer/leader of ultimate authority among them and her commands are unquestionable and obeyed without fail, regardless of personal risk or the likelihood of success.)
- Fleet (1 ship or aircraft/25 normal troops; both Sea and Air fleets.)
- Headquarters (One base/5,000 normal troops; Heavily defended mobile and/or immobile bases. Many and varied; include Daleks, Necrons, Borg, Tyranids, Yautja or Zerg structures, stations and ships.)
- Heroes/Bosses (1 Hero/Boss per 1,000 normal troops)
- Leadership (+2 to all actions performed by troops obeying a direct order. The user needs not spend more stones for this effect to take place; it automatically does every time an order is given.)
- Mounts (1 mount/10 normal troops; May include supernatural creatures)
- Permanency (Her armies need not to be maintained and can remain as long as she pleases.)
- Persistent Remains (When killed/destroyed, her troops, vehicles and other gear will not vanish, leaving behind gear and bodies, allowing allies to recover and potentially use them.)
- Psychic Link (User has some sort of psychic link with their army, allowing them to issue orders regardless of distance, available equipment, and other limitations. See Hive Queen action, above.)
- Supplies Access (Stones VS Resistance to manifest equipment, weapons, armor, gear, etc from available army types for their personal use without having to bring forth the army itself.)
- Support Troops (As many as normal summoned troops)
- Vehicles (1 per 10 normal troops; Military Vehicles)
Magical Travel: 10
-Either via magic or her Fae abilities, Sheila has access to multiple forms of mobility-based powers, listed below:
- Dreamwalker (May enter the dreams of others, travel through the dreamscape, and exit outside someone else's dreams.)
- Faerie Step (As Super Speed at AN; essentially works via mystically increasing the distance covered with each step, which to other beings appear as superhuman speed.)
- Flight (via Fairy Wings; Speed is not capped at 5 AN due to her magical nature. Wings can appear insect-like, butterfly-like, or regular feathery-like.)
- Leaping (Allows use of Leaping at MN.)
- Mirror-Stepping (Can enter within mirrors and exist within their reflected world, before exitting out of any other mirror as per Teleportation.)
- Shadow-Walk (As Teleportation, from shadows to shadows)
- Teleportation (Interstellar Distances, Dimensional Travel, See Through Portals, Open Portals for Others to Return, Teleport Others, Time Travel; Atk VS Durability + Magical Defense to teleport an unwilling target.)
- Thought-Travel (May physically enter and visit a target's thoughts.)
- Fiction-Stepping (May enter a work of fiction or art, such as a book, movie, fairy tale, painting, provided she has access to the physical form of art itself.)
- Unstoppable (2x damage, Can burst through walls, etc. May move at up to Speed AN or this Action's AN, whichever is higher.)
Sing/Dance: 8
-As the Dance Action
Thieving: 5
(Agl.bonus)
-Stealth
-Search room/area
-Pickpocket
-Sleight-of-hand
-Escape artist
General Knowledge: 6
(Int.bonus)
-Efficient
-Metallicanna
-Myths and Legends
-Seelie/Unseelie Courts
-Faerie
-Occult lore
-Tactical lore
Statecraft: 8
-Beautiful
-Persuade
-Authority
-Charm/Seduce
-Humor/Dark Humor
-Intimidate
-Leadership
-Queen of the Seelie Court
MODIFIERS
Immortal
Self-Contained Lifeform
Power Level 5
-Power Level Recovery
-Tireless +3
Tier 15
-Moon (XV)
-Gains +3 from GP to offense and defense/level above an opponent's own Tier MN
-Might gain +1 per MN for non-combat tasks if appropriate, GM's discretion
-Useless against foes with an MN equal to the user; disadvantaged against one with a higher one.
Accelerated Healing Factor
-Increases by 2 steps while within her Domain; see Fae Powers
-Limb Regrowth while within her Domain
Deep Reserves +5
Kiss +3
-Adds to any Magical and Mental effect used against a target; requires physical contact to use, via a kiss
Reflexive Dodge +7
Toughness +5
Mental Defense +12
Magical Defense +12
Targeting +4
Immunities
-Diseases, Fatigue, Pain, Poisons, Reality Distortion
Enhanced Vision 6
-See in Darkness, Telescopic, Microscopic, See Auras and Magical Forces, See into Other Dimensions, Sense Lies
The Maiden/The Mother/The Crone
-As Duplicate Self, 2 duplicates only
-Sheila herself is 'the Mother'
-Her duplicates would be 'The Maiden' and 'The Crone', the former having -1 to all A/A/Ms and appearing as a late teens version of her, while the latter gains +2 to all A/A/Ms and appears as an old woman version of her. The Maiden lacks the Wild Hunt action, but is also free of the Duty and Magna Carta challenges. The Crone also lacks the Wild Hunt action, but she can command any troops already summoned, and is free of the Duty challenge. However, her Magna Carta challenge is increased by 1, and now prevents her from directly intervening in major, significant historical events.
-Alternately, Sheila can transform at will into either of her duplicates instead of manifesting them in addition to herself.
Prescience
Innate Magic
-As a Court Faerie, Sheila is able to instinctively learn any kind of magic and mystical abilities with time and effort.
Fearie Blood
-Intelligence-based Energy grants a maximum Energy reserve of 3x Intelligence, but costs 3 times as much.
Unique Kill
-Titania is a metaphysical entity whose existence is tied to nature itself, and the Seelie Court of Faeries. If killed, she will always come back as per Reconstitute Self after an hour has passed, unless she is killed by a god, cosmic entity, eldritch abomination of similar or superior power. Even then, another Titania will rise to take her place if she is so 'permanently' destroyed, because her existence is tied to the world itself.
Translation, Universal
Wealth: 10+
Resources: 10
-As the Queen of the Seelie Court, Sheila has access to the following Resources:
- Loyal Aide (Oberon, King of the Seelie Court, serves as Titania's right-hand man and ruler in her absence, though he is ultimately completely loyal to her and no one else.)
- Powerful Enforcer (General Ashyrian, grandmaster and warlord of the Sidhe, is one of the most powerful and skilled warriors and mages among all of Faeriekind, and serves his mistress both as a potent hero and leader of her troops, as well as a personal enforcer of her will.)
- Combat Team (The Royal Seelie Guard, strongest among the Sidhe, serve as Titania's personal guards and elite force. They wield weapons, magic and glamour alike in battle, each of them a one-man/woman army.)
- Respected Status (Among the occult world. Any scholar or mage worth their salt would give almost anything for a chance to benefit from the knowledge, wisdom and counsel of the Queen of the Seelie Court.)
- Influential Connections (Queen Mab, of the Unseelie Court. Naturally, given that the two Queens must work together to maintain the balance, they often share information and support when necessary.)
- Network of Informants (Needless to say, Faeriekind has MANY agents who excel at gathering information, and as such serve as the ears and eyes of their mistress.)
- Private Army (Titania has access to an essentially endless number of troops among Faeriekind, ready to serve and obey. Her 'private army' consist mostly of the weakest of them, but there is use in all of her kind.)
- Form of Government (Absolute Monarchy; Titania is the one and only form of authority within the Seelie Court; her will is absolute and none can oppose her decisions.)
- Unique Infrastructure (Faerie Rings; mystical locations known for being hazardous and dangerous to mortals due to the potent magics often imbuing them.)
- Wonder Construction (Yggdrasil, the Tree of Life; this gigantic tree, which is literally dozens of miles high and wide, is the heart and soul of Faeriekind. It can exist only within the Domains of Titania and Queen Mab. It provides +1 step to the Healing Factors of all Faeriekind within said domain, and +2 to all Actions performed in service of one of the Queen.s)
- Continental Leader (While not exactly the leader of a 'the most powerful Nation on a continent' per se, Sheila is pretty much a mystical equivalent of that, as the Queen of the Seelie Court.)
- Military Might (Lvl V; her armies of Faeries, elves, goblins, centaurs and so on, formidable power over nature itself, and potent magics make her easily one of the greatest forces on Earth.)
- Loyalty (Lvl III; Faeries under Titania's command must obey her orders to the letter, and will do so pretty much fanatically.)
CHALLENGES
-Looking Non-Human (-3; elf-like pointed ears, elongated canines, unearthly beauty)
-Magna Carta (-4; for all her power as the Queen of the Seelie Court, Sheila is bound to a series of rules and limitations like any Fae, although her rules are less restrictive than those of many. In her case, she will not break her word once she gives it. She will not attack or harm anyone who shows respect and politeness unless they act or speak unreasonably aggressively. Likewise, she will show the same politeness and respect to those who favor her so. Finally, she will not undo the works of Queen Mab, the Queen of the Unseelie Court, unless her actions somehow thraten the balance, and vice versa; for they are two sides of the same coin.)
-Psychological (-3; passionate and driven by desire; but other emotions are dampened and harder for her to understand due to her new Faerie nature.)
-Psychological (-2; moderate hedonism. Like all Faeriekind, upon becoming Titania, Sheila has turned into a being of passion and desires. She enjoys life and its many pleasures whenever possible, though she does not let such desires get in the way of her duties.)
-Psychological (-1; mild cruelty. While Sheila herself is far from cruel, her new nature as Titania has altered her perception of the world to better suit her function. She sees some Faerie interactions as natural despite their arguably morally questionable nature, and is not afraid to bring harm to her enemies/rivals/adversaries.)
-Extreme Vanity (-1; while Sheila herself was a modest, shy woman, her pride and ego have increased since becoming Titania, though she is less arrogant thanks to her host's personality.)
-Duty (-5; to the Summer Faerie Court. As Titania, it is Sheila's responsibility to oversee the affairs of the Summer Court and its faeries, as well as ensure the balance with her Winter Court alter-ego, Queen Mab.)
-Love Magnet (-3; due to various factors, Sheila has become extremely attractive to both men and women of many species.)
-Archaic (-2; Sheila is used to medieval levels of technology, both from her original self, and her new Court Faerie nature.)
-Special Vulnerability (-4; to Cold Iron. Takes 2x damage from any weapon either made of cold iron or whose harmful part - say, an axe's blade, or an arrowhead - is made of cold iron. Additionally, her Regeneration per panel is lowered by this Challenge's value when in contact with cold iron.)
EQUIPMENT
-Currently Worn: Lavender and white robes, white heeled boots
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STORY: Formerly known as princess Sheila Tuel Metallicana of the Kingdom of Metallicana, Sheila eventually passed away after the death of the God of Destruction Anthrasax due to her injuries suffered as the final seal. Thankfully, her story did not end there, for the conflict had also spelled the doom of the Queen of the Seelie Court, Titania. As the Balance of the world required for Titania to exist, her essence moved over to Sheila's body and used it to return to life, merging with her permanently and making her the new Faerie Queen of the Summer Court.